#arma3_config

1 messages Β· Page 67 of 1

wise fog
#

Hmm

runic fable
#
    this = "fastFind";
    class CfgGesturesMale
    {
        States = "fastFind";
    };
    class CfgMovesBasic
    {
        Actions = "fastFind";
    };
    class CfgMovesMaleSdr
    {
        States = "fastFind";
        Actions = "fastFind";
    };
    CfgMagazines = "fastFind";
    CfgWeapons = "fastFind";
    class CfgVehicles
    {
        this = "fastFind";
        allSubEntries = "fastFind";
    };```
jade brook
#

:magic:

boreal heart
#

Is there anything in the aircraft countermeasure config which allows for the actual flare to fall further from the aircraft without dissapearing so fast?

#

i.e I want the flares to be lit for a bit longer before burning out

balmy sable
#

@boreal heart Never looked at that area, but I suspect you'll find particles/CfgCloudlet's attached somehow; and they have lifetime settings that could be tweaked.

brisk hornet
#

I don't know if this is the right plase to post this but i will give it a try. When i join my server, there is no spawnpoint's as Civ, but at medic and cop there is? This is my spawnpoint.cfg : http://pastebin.com/933e54yZ

gilded lake
stoic lily
#

@boreal heart could be also TTL in ammo of the CM

flint pecan
#

I have a issue. I'm do a FFV, but i want to do a CargoTurret with opportunity turn out (rotate 180 degrees, like in BIS Offroad). I'll done that, but he doesn't rotate...

runic fable
#

new in cfgAmmo

minDamageForCamShakeHit = 0.55;

#

i guess from now on one has to make suggestions or issue reports for Project Argo to get engine changes πŸ˜›

jade brook
#

camShakeMinDamage

#

who does these names D:

wise fog
#

So if we report the tank issue to project argo it might be fixed for arma 3? πŸ˜›

grim wyvern
#

Working on some retextures but I'm a little confused with some filepaths in the original config

#

They seem to be pointing to a filepath such as

A\B\C\Data\whatever.paa
#

but the actual folders that I can see are just

#
C\ Data \ whatever.paa
#

might I be missing something?

indigo forge
#

If you create an agent, does it config eventhandlers not fire?

sharp stone
#

@grim wyvern it generally involves the $PBOPREFIX$

#

That way the in-addon file structure follows some format the same as on your PC

#

For example CBA with x/cba/... and z/ace/...

grim wyvern
#

Oh yeah disregard this I figured it out! Thanks ☺

sharp stone
#

Nice!

solar fox
#

Heey... πŸ˜ƒ anyone familiar with terrains config.cpp?

#

cause i getting a problem when packing my terrain into a pbo because it tells me i forget a config.bin/cpp for a soundfile that gets defined in the normal config.cpp

#

config.bin ERROR: there is no config.bin/cpp found for \sounds\rain\rain0.ogg
It's addon name cannot be determined

solar fox
#

fixxed it

solar fox
#

anyone know good settings for sun/clutter?

#

late afternoon is fine but midday looks like the grass is toxic

balmy sable
#

@solar fox Is that with standard lighting?

solar fox
#

"standard" is a wide range 😁 because its not from a normal worlds cfg.

#

i guess

#

the problem is its in a range from ~10:00-17:00 soo basicly allday

#

full:

balmy sable
#

I mean have you changed them; if you're getting that with standard lighting then it's not the lighting that needs changing.

solar fox
#

yeah then its the clutter right?

balmy sable
#

Yeap.

#

You might want to pastebin the rvmat you're using, the issue might be in that.

solar fox
#

its official Arma 3

unreal musk
#

The other reason to pastebin is that it's a huge wall of text in the channel.

solar fox
#

yeah sorry for that

#

ill delete it ^^

unreal musk
#

Try to use code blocks (three ''' before and after) or pastebin, it makes things tidier.

solar fox
#

sooo rvmats are gone with the update hm?

sullen fulcrum
solar fox
#

but how to define them now?

solar fox
balmy sable
#

Just get a sample ground texture RVMAT and replace the _co/_nopx references and put it back into the same spot (or dig up the old .rvmat copies and put them in)

solar fox
#

i postet that into pastbin

#

i was asking u about the to bright clutter 😁

sullen fulcrum
#

Any info on this? ```
*Added: New config classes of NVGoggles to the list used by ambient animation function, so it handles them properly

untold temple
#

Check out BIS_fnc_ambientAnim in the functions viewer or something. It's a function for mission designers to have NPCs standing around performing random animations to look less static. Part of the function removes NVGs if a unit is not wearing a helmet

#

so they've just added the new Apex NVG types to the list of classes in that function

fathom thorn
#

Hi. I'm learning arma 3 modding by using the arma 3 sample files. The Test_Tank_01 has a "pos driver", "pos driver dir", "pos gunner", "pos gunner dir" and "pos commander", "pos commander dir".

For some reason the "pos driver does not work. The only way to drive is to spawn inside the vehicle, and Im not able to get back in if I exit the tank.

Anybody seen this issue before? Whats wrong?

flint pecan
#

I have a issue. I'm do a FFV, but i want to do a CargoTurret with opportunity turn out (rotate 180 degrees, like in BIS Offroad). I'll done that, but he doesn't rotate...

stoic lily
#

@fathom thorn 1. some sample models are bugged (p3d, model.cfg or config) 2. verify driverIn = "anim"; in config

runic fable
fathom thorn
#

I have an issue that is driving me nuts.. All I'm trying to do is making a tank with a turret that has the same weapons as the AH9 Pawnee(dual gatling guns and dual rocket pods).

the gatling guns work just fine using "memoryPointGun[] = {"konec hlavne","konec hlavne2"};". This makes the tracers come out from two different locations

The problem is the missiles and/or rockets.
When using the named selections "spice rakety" and "konec rakety", I dont even have to do anything in the config. All missiles/rockets fire from that memorypoint.
It seems those named selections overide everything else..

This dont work:
memoryPointLMissile = "Rocket_1";
memoryPointRMissile = "Rocket_2";

memoryPointLRocket = "Rocket_1";
memoryPointRRocket = "Rocket_2";

missileBeg = "Rocket_1";
missileEnd = "Rocket_2";

I also tried this, but that gives me an error:
memoryPointMissile[] = {"Rocket_1", "Rocket_2"};

Whats the difference between memoryPointRocket and memoryPointMissile? I see people use them for both missiles and rockets..

I would also like to fire tank shells from 2 different point. Is that even possible?

#

sorry this got a little long...

strange egret
#

no need beeing sorry. This isnt twitter ^^

#

i can already answer your last question: no that won't work

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cannon shells (they just simulation=shotShell in cfgAmmo) always spawn at the gunbeg gunend memory points of the config. And there you can only set one memorypoint

#

if you want to fire tank shells from 2 different memory point you have to make the ammo shotBullet. That means however that there will be no recoil. And you can't have coaxial MG, as you need to define the tank barrels in memoryPointGun[]

strange egret
#

memorypoint rocket and missile likely use the same that happens for guns/cannons - they use the ammunition's simulation class or ammo config settings to decide which one is which.
i checked out the little bird and there is nothing unordinary there... it has memorypoints rocket_1, rocket_1_dir, rocket_2, rocket_2_dir - idk if the "_dir" thing is required and somehow through some terrible hardcoding implemented into the game...

#

i personally try to avoid all those czech selections and names wherever possible... you have to be thourough with that though.

fathom thorn
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Yeah I will, but it seems some of them are hardcoded into the game

strange egret
#

thats why i try to avoid them like pest

fathom thorn
#

Is it possible to make a memorypointGun for each weapon then? lets say if I have 3 different types of MG and I want them to fire from 3 different locations. Can that be done?

strange egret
#

no thats not possible

fathom thorn
#

ok

strange egret
#

unfortunately

#

which is why i would never bother to make a WW2 plane mod... it just wont work properly with the mixed guns

fathom thorn
#

someone must have tried to make a type of mamoth tank before with two barrels? I'm thinking there must be a way. Either making the same weapon fire from 2 different points, or make 2 different weapons that you must switch between. I can't believe that's not possible xO

strange egret
#

like i said - if you define the tank ammo as shotBullet it works (using memorypointGun). I have it on my twin-cannon tank turret

fathom thorn
#

can I have a look at your config? I havent used shotBullet before. I'm quite new to this

strange egret
#

look around for the latest AllinOne config - a file that contains every single class of the game in one file.

#

very good for checking on base classes and stuff

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also likely reason why spice rakety and stuff "somehow" works - its somewhere defined in an old base class that you inherit from

fathom thorn
#

Thanks I'll have a look

jade brook
#

you should never change these, but change the base class instead : (

strange egret
#

thats bs

jade brook
#

think of all the scripts that check isKindOf "Tank" instead of reading the simulation type entry

#

Tank is just a meaningless class name

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the simulation is the important thing. If you need a shotBullet you should inherit from BulletBase or whatever it is

strange egret
#

but its a tank shell

#

it just needs shotBullet to be able to use the multiple memorypoint feature

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so if you define it as BulletBase - you make it seem like its just a machine gun bullet to scripts

#

which it isnt in terms of power and characteristics

jade brook
#

ShellBase is for 120 mm cannon rounds

strange egret
#

yes, and?

jade brook
#

simulation = "shotShell";

strange egret
#

what if you have 120mm rounds but you need them to fire from 2 barrels at the same time

#

you want the script to think its a machine gun bullet by using BulletBase?

jade brook
#

???

strange egret
#

thats what i could write as well. i have no idea what issue you have with changing shotShell to shotBullet for the different features on special cases

jade brook
#

I have it on my twin-cannon tank turret
if you define the tank ammo as shotBullet it works (using memorypointGun)

#

You should still inherit from BulletBase

strange egret
#

because?

jade brook
#

what if BI decides to add a new config value that is needed by the simulation and that is then defined in BulletBase and you're missing out on it?

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This shit is exactly what kept happening to BWA3 tanks

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until I rewrote the configs and made them use proper inheritance

strange egret
#

so what? then you change your config and done.

jade brook
#

now it's stable each patch

#

so what? then you change your config and done.
yeah, but the update breaks it

strange egret
#

oh bohoo

jade brook
#

it's bad design

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pretty obvious

#

not "BS"

#

he's probably missing out on some config parameters already by just changing simulation instead of using proper base classes

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and he has entries that do nothing

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it's unnecessary extra work to maintain

#

think of those who have / want to do it after you stop mainting it yourself

strange egret
#

except you contradict yourself - "think of all the scripts that check isKindOf "Tank" instead of reading the simulation type entry" -> if you use BulletBase for the tank shell (due twin-barrel requirement) then "is kind of" thinks its a bullet, not a tank shell.

jade brook
#

it's another point, but that is just a trade off

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you can't have all the features of tank rounds and twin barrels

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I think tank rounds are needed for barrel recoil or something like that?

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And that won't work

strange egret
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no

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vehicle recoil is caused by shotShell. Barrel recoil is just a vehicle animation

jade brook
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ok. that's what I was thinking of.

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it's always a trade off with these things.

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But what he wants is more like the AA tanks in the end

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that is at least what is achivable

strange egret
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you say "bad design" - which clearly depends on what direction you view it from. Script integrity or "in case BI decides to change shoBullet for the first time in a million years). So no i disagree - there is no "bad design" in this case.

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its just compromise in one way or another

jade brook
#

bad design. an update might break it

strange egret
#

if you use BulletBase you have to redefine all the shit (tracer settings, etc etc)

jade brook
#

modders keep crying when updates break shit

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but most of the time it's from their shitty design choices

strange egret
#

updates can break shit EVEN if proper inheritance is used. mood point

jade brook
#

Look at all the crying with 1.66

strange egret
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i dont care

jade brook
#

CBA and ACE still work

strange egret
#

im not crying

jade brook
#

i dont care Β―_(ツ)_/Β―

strange egret
#

i use the way i said, and it still works Β―_(ツ)_/Β― this discussion is wasted time

#

i agree with you on the base principle, but in this case its not as clear cut

fathom thorn
#

Can I have multiple muzzleflash proxies when using dual guns on my turret? the selectionfireanim cant be used as an array.. and the selection can only be one proxy it seems.....

fathom thorn
#

I solved it πŸ˜ƒ I used the same proxy selection for all the proxes. Just needed to add one for each and its solved.

Another problem I have now is that the muzzleflash looks static while firing. I should flicker right? It just doesnt look good like this

jade brook
#

Something about a rotation animation of the muzzle flash

wise fog
#

You can set a random rotation around a point in model cfg

jade brook
#

^

fathom thorn
#

something like this?

#

class Animations: Animations {
class zaslehROT_HMG {
type="rotationZ";
source="muzzle_rot_HMG"; // Defined in AnimationSources
sourceAddress="loop";
selection="zasleh3";
axis="usti hlavne3";
minValue=0;
maxValue=4;
angle0="rad 0";
angle1="rad 360";
memory = 1;
};
};

#

thanks I know where to look now

wise fog
#

Take a lookat cups arma port guide on their wiki it tells how to do the flash

fathom thorn
#

ty

fathom thorn
#

I can't for the love of god get my dual rocket pods to work....

None of these approaches works...
memoryPointMissile[] = {
"Rocket_1_L_begin",
"Rocket_1_R_begin"
};
memoryPointMissileDir[] = {
"Rocket_1_L_end",
"Rocket_1_R_end"
};

memoryPointLMissile = "Rocket_1_L_begin";
memoryPointRMissile = "Rocket_1_R_begin";

#

The missiles fire, but dont go anywhere. They just explode inside my tank. Can anybody help me?

fathom thorn
#

Only way I can get missiles to work is if I use missileBeg and missileEnd, but then they will only fire from one point

ocean nacelle
stoic lily
ocean nacelle
#

@stoic lily WTF

somber cloak
#

lol nice vid @stoic lily πŸ˜„

stoic lily
#

kudos to @south olive for sharing πŸ˜ƒ

kindred moss
#

yeah had the same on the disposable launcher

#

something to do with airfriction, set it to 0 or value close to 0 and it will work

south olive
#

dont set airfriction to negative values

strange egret
#

you mean positive values? airfriction > 0 would cause it to accelerate normally...

hot pine
#

before it was inversed/non working

#

so yeah, right now you should use negative airFriction values

jade brook
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I had something like this when the physx mass of the missile was 0

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negative airfriction: get's slower over time
positive airfriction get's faster over time

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although I think the positive ones only work for missiles or something like that

strange egret
#

but isnt that what thrust and thrusttime etc is for?

#

makes no sense to have positive airfriction there...

jade brook
#

oh rockets != missiles I think

strange egret
#

but rockets also use thrust

jade brook
#

something something I really don't know

hot pine
#

afair no mass in missile/rocket p3d = no drop at all

jade brook
#

I've seen them positive on rockets. maybe it's placebo and does nothing

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they were really slow without mass and did make weird turns

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you could outrun the missile with a Hunter

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it was funny

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just added mass to the model and it was fixed

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no config changes

strange egret
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ok true Rocket_04_HE_F: MissileBase has airFriction = 0.09;

#

never noticed they where positive...

jade brook
#

yeah. but not sure if that does anything

hot pine
#

apparently now it does

jade brook
#

"now" ?

hot pine
#

before it had positive airFriction

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"fixed" it by setting on 0

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it's not correct by all means but i didn't want to readjust mem points

strange egret
#

lol ok... so this isnt new... i've had this since quite a while and thought i'm doing something terribly wrong - all my guided missile would fly upwards and loop around

jade brook
#

you sure that was not because you were inheriting the missile from the rpg 32?

#

because they changed the thrust of that thing from 0.1 to 400

hot pine
#

class rhs_ammo_M136_rocket : RocketBase

jade brook
#

k

hot pine
#
  • it has defined thrust
strange egret
#

no i never inherit from vanilla classes that are not base classes (for good reason)

#

i'm making a total conversion though - so the rules are different

hot pine
#

as a plus, I was able to apply correct airFriction to SPG9 rockets, so they match ballistic table I found in one soviet manual

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since, as mentioned before, how the heck airFriction was working for rockets in pre 1.66 arma was unclear

jade brook
#

probably did nothing

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many entries do nothing

strange egret
#

until they do lol

jade brook
#

great, isn't it? ...

strange egret
#

teaches good coding/configging πŸ˜› never put stuff in that you don't know what it is there for

hot pine
#

yea, I once tested if fuelConsumption parametr works on helicotpers

#

left it with value like 1550

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and then helicopter DLC came out... πŸ˜„

jade brook
#

πŸ‘

#

problem is that you get a lot of bagage from base classes and class All

fathom thorn
#

@ocean nacelle Ok Ill let you know if I figure it out πŸ˜ƒ

candid ridge
#

Is there anyway to change trajectory of the rocket fired from launcher? Alter the patch if you add airfriction rocket go all weird.

#

dropping airfriction to 0 rocket fill fly too flat and zeroing in the sight dosent work

stoic lily
real cloak
#

Is there a way to format the description and descriptionshort for classes?

wicked delta
#

Hey, does anyone know why the diag client tells me the gunbeg and gunend points aren't aligned and I should align them in the x-axis when I place down my custom tank but in object builder when I look at those points with the vertex properties menu they have the same value? What could be causing this error if not the actual alignment?

stoic lily
#

@strange egret any ideas?

hot pine
#

check if model have usti & konec hlavne mem points

wicked delta
#

@hot pine yes they do, does capitalization matter?

strange egret
#

as long as gunbeg and gunend memopoint names match the memory LOD it doesnt matter how you name them

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i always use custom names

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but you should avoid typos. capitalization doesnt matter in my experience, but i always use lower case on everything

#

is your turret pointing to the default "forward" position for the vehicle? or does it point somewhere else (e.g. backwards?)

fathom thorn
#

I want them to fire from the place where the proxy is located.. Feel like I've tried everything T_T

candid wave
#

begin1[] = {"boom.wss", 1, 2, 3}; is it possible to setup one define for the one, two and three values like: begin1[] = {"boom.wss", SOUNDRIFLE}; or do you have to make three defines?
I have gazillion weapon sounds which I plan to tweak but its pain if you have to edit each and every one to test different values. also would save time as often rifles for example have same values.

kindred moss
#

#define SOUNDRIFLE 1,2,3 < - use macro like that?

candid wave
#

alright will try that, always used define with single value so far (but I quess "1,2,3" is single then heh).

kindred moss
#

you can even use structure with multiple lines but you need to escape them

#
    vehicleClass = "my_vehclass_car";\
    crew="my_faction_soldier_crew";\
    editorSubcategory = "my_cat_EdSubcat_car"``` so the new line get escaped with `\`
#

for advanced macro configuration see with CBA crew

hard chasm
#

last line should not contain either the \ nor the ;

kindred moss
#

my bad ommited last line from my config

hard chasm
#

😎

kindred moss
#

oh wait I do have ; in my macros

hard chasm
#

bad idea since ppl generally have

#

thing = WIDGET ; <<<<

kindred moss
#

good stuff will try w/o

hard chasm
#

no surprise to you jastreb that binarise will crash if it 'sees' two adjacent ;; when building maps

kindred moss
#

hm weird it didnt crash here and it works

#

for quite some time

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unless pboproject does correction πŸ˜ƒ

hard chasm
#

only when packing maps, and only if it has to read that config

kindred moss
#

gotcha

hard chasm
#

also SnakeMan old buddy old friend:

#

#define ELEPHANTS(snd) {snd,1,2,3}

#

but in the context of the original question, Jastreb is a lot more righter.

wicked delta
#

@strange egret It's pointing forward, yeah.

indigo forge
#

Anyone know how to disable limping completly?

sacred canopy
#

hi, im trying to execute a init in my addon but the error is that he cant find the init
Thats my code:

class CfgFunctions
{
    class BastisMod
    {
        class BastisFunctions
        {
            file = "\Basti\scripts";
            class init {
                postInit=1;
            };
        };
    };
};
#

got it but now is the problem that the sqf is not binarized because i added it to the files to be directly copied from addon builder. are there ways to change this ?

buoyant coral
#

hi guys quick question does anyone have example config for trees ??

somber cloak
#

vegetation generally does not require a config,. unles you have it within its own pbo folder, then it would require a cfgpatches config entry,. unless your planning to place tree's via the editor or some such mod

buoyant coral
#

@somber cloak i want to place them via xcam

somber cloak
#

I have no idea how xcam works, nor how its file output works, but I'd guess a simple standard object config should do

buoyant coral
#

@somber cloak simple saying to place any object it need to have config. i will try use house config

hard chasm
#

inherit from class NonStrategic; or class static; same as walls do.

buoyant coral
#

i did it but when packing have error within p3d files... jus cant open them in ob as they are binarised :/

wise fog
#

You can if you make them a proxy, Then replace with the actual object for build? Not sure if that would work

buoyant coral
#

Ok will try

sacred canopy
#

hey how can i make a item like a first aid kit ? is there a special class for it ? because if i try it with ItemCore it wont show me in the arsenal and i cant add it

strange egret
#

@wicked delta i've had this issue before myself, but mostly it was because the memorypoint either didnt exist (or had typo and therefore wasnt found), or if the memorypoint was not in correct x axis direction. I suggest to redo the gunbeg gunend memory points to guarantee that there was no accidental movement by some mm. Create the muzzle memory point, then copy it in OB and move it along x axis only just to be safe

spiral pasture
#

is there a way to give the player a notice instead of kicking them if they have modified files

#

?

wise fog
#

@spiral pasture yes/no you can do a hacky method for checking if they are missing mods but not modded files I dont think

spiral pasture
#

ah ok

cursive cliff
#

Didnt work anymore ? If I start the game, evrytime tanoa is the init world... class CfgWorlds { initWorld = "Chernarus";
demoWorld = "Chernarus";};

fathom thorn
#

Im using the HeavyGunCartridge1 as an effect on some of my mg's. Does arma have very big cartridges (artillery shells) for use, or do I need to model these myself?

hot pine
#

lol, people report on our rhs feedback tracker that AT rockets after today hotfix behaves like pre 1.66 update

#

and it seems airFriction is no longer working again on them, gj bis :d

stoic lily
#

thats a hotfix after all πŸ˜›

#

(not a fix)

humble raven
#

sorry to butt in but could someone check something in A3 for me? (1.66 + hotfix)

#

I can't aim guns while gunner in vehicle, it's been a long time since I did that but I seem to recall that a gunner COULD in fact aim the gun around with mouse, now I can't

#

PLEASE IGNORE -- I have discovered that my A3 installation/config is mucked up somehow, I'll just have to reinstall and rebuild, carry on

hot pine
#

for anyone interested & having problems with planeX not having breaks engaged on stop- since 1.66 planes use physx wheel setup & you have to setup model & config accordingly

stoic lily
#

ty

late wraith
#

So I am having a brainfart moment.. How do I link an script from a custom ammobox made inside a .cpp?

#

class MEU_Arse_Force: rhsusf_weapon_crate
{
dlc = "15thMEU Mod Team";
displayName = "Force Recon Ammobox";
scope = 2;
model = "\meu_arsenal\meu_arsenal_ammobox.p3d"
icon = "iconCrateLarge";
maximumLoad = 9999;
init = "[(_this select 0)] exec ""\meu_arsenal\scripts\force_arsenal.sqf""";
class TransportItems{};
class TransportMagazines{};
class TransportWeapons{};
class TransportBackPacks {};
};

#

I dont get a action to enter arsenal, the box is in the game, just not able to enter arsenal

stoic lily
#

add class to units[]

kindred moss
#

do I need to escape a line in macro definition if I have already defined macro in one of the lines?

#

probably do, but just felt asking

hard chasm
#

The above will work, as you intend, but it's a common 'mistake' to have a ; at the end of any define. The reason why it's never a good idea is immediately apparent when you actually used the first define in the 2nd and it's line has no ; and 'looks' wrong. Wrong it isn't but it looks that way. So to compensate many authors actually add a ; to be certain the thing works (which it will). Only to find that bis binarse will ctd if the config it's in is checked when building maps.

#

and i'd defy anyone to discover the cause of that crash.

kindred moss
#

yeah I heard you last time, guess I am used to do things this way, since its only me the fiddles with it, but if anyone else would like to make config patch he could run into issues and get confused

#

So if I see a macro I defined somewhere I know I how I defined it, so its non issues for me, but I might rethink that and maybe follow common practice if that is the case. Thanks

hard chasm
#

actually, i can tell you from bitter experience you very soon forget how a define works or how you made it.

#

the other religion here is using full upper case to explictly give any person, including you, a heads up that this bugger is a define, and not some magic verb or token name in the engine, or anything sqx related. It's a define, and you need to constantly guard against mistaking it for anything else.

#

MixedCase sure as hell looks pretty, but it's an absolute bastard of a thing when things go bang.

kindred moss
#

noted... I just hate even mixed case in my config and full CASE is even worse, but I got the picture

hard chasm
#

i won't push this barrow too far, because I know you as a good coder. so almost enough said, but in my world full upper case is there intentionally to look as ugly as possible

#

many, even experienced, codes fall into the trap of making DEFINES() look like functions() thinking they've cleverly extended the language.

kindred moss
#

nah I dont go that deep with it, Im fine with basic functionality for now.. I ws not aware of that actually but I know CBA and ACE crew are doing some funky stuff with macros

ashen sluice
#

anyone ever succesfully use an X macro in arma configs?

stoic lily
#

@ashen sluice whats a "X" macro?

ashen sluice
jade brook
#

this works fine in vanilla and with vanilla tools, but I'm pretty sure mikeros doesn't like it due to redefinitions

#

those are no longer supported

sacred canopy
#

hey can anyone help me getting this work ? i have my cfgWeapons and i want to use this item with a double click. but my actual problem is that the data of my listbox item "" is.

class cfgWeapons
{
    class ItemCore;
    class InventoryItem_Base_F;
    class basti_ItemBaseClass: ItemCore
    {
        scope=1;
        access=3;
        displayName="-";
        detectRange=-1;
        author="Basti | John Collins";
        simulation="ItemMineDetector";
        useAsBinocular=0;
        type=4096;
        picture="";
        descriptionShort="";
        class ItemInfo: InventoryItem_Base_F
        {
            mass=1;
        };
    };
    class basti_kegel: basti_ItemBaseClass
    {
        displayName="Verkehrskegel";
        picture = "\Basti\Data\pylone.paa";
        model="\a3\signs_f\signt\roadcone_f.p3d";
        scope=2;
        descriptionShort="Ein Verkehrskegel zum Absperren";
        class ItemInfo: ItemInfo
        {
            mass=1;
        };
    };
};
jade brook
#

idk what the problem is, but you cannot inherit author

#

no use of that entry in base classes. should move that to the scope = 2 class

sacred canopy
#

okay. the problem is that i add this item to my inventory and it has no listbox data

jade brook
#

also delete that access=3;

#

it's not meant for this

#

What listbox thouh?

sacred canopy
#

the listbox of my uniform inventory

ashen sluice
#

@jade brook not sure if you were replying to me? if you were i was thinking more generically with the form: ```#define X_MACRO(X)
X(1)
X(2)
X(3)

#define X_ENTRY(x) x,

X_MACRO(X_ENTRY)```

jade brook
#

no idea what this is supposed to be in the end, Foxy

#

Well, Basti. The inventory menu has no double click functionality scripted in

#

if that is from a mod, then you'll have to look into the mod

#

the base game doesn't have anythign like that

sacred canopy
#

i have my EVH done but i need the lb data because i just want a list of items to be used (bouble click executes a use fnc)

jade brook
#

the only thing you can read from the inventory list box is the display name

#

you cannot pass the items classname to that

#

you'd have to manipulate the way the game creates that list

#

but unfortunately it's not done by SQF

#

but in C++ land hardcoded

stoic lily
#

@ashen sluice should work

sacred canopy
#

i used before the magazine as base class and the data was there but now with the cfgweapons it have no data

jade brook
#

you are wrong. also it's more of a scripting question really

#

the listbox does not pass the items classname

#

which item should be moved is handled by the engine and cannot be influcenced with scripting

#

you can work with the shown display name though

sacred canopy
#

okay

jade brook
#

that requires that no more than 1 item shares that name

stoic lily
#

@ashen sluice you may have to switch the order of the defines. not sure any more how the engine processes it exactly

jade brook
#

how exactly you implement that is up to you

#

a million possibities

#

but it has nothing to do with the config

#

you can leave that as is

#

with those improvements I suggested

sacred canopy
#

@jade brook But why is the lb data of a chemlight the classname of the chemlight ?

ashen sluice
#

@jade brook example of how one might use X macros with a proper C preprocessor:
say i want to define a bunch of car classes in different colors. see how the information for each type of car and each color is only defined once in the CARS and CAR_COLORS macros respectively ```#define STRINGIZE_I(x) #x
#define STRINGIZE(x) STRINGIZE_I(x)

#define CARS(X, ...)
X(Sedan,VA_ARGS)
X(Offroad,VA_ARGS)
X(Truck,VA_ARGS)

#define CAR_COLORS(X, ...)
X(Red,VA_ARGS)
X(Blue,VA_ARGS)
X(Green,VA_ARGS)
X(Yellow,VA_ARGS)

#define DEFINE_CAR(name, color)
class Car_##name####color : Car_Base
{
scope = public;
displayName = $STR_CAR
##name####color;
model = STRINGIZE(\some\path\car
##name##_##color.p3d);
};

#define CAR_COLOR_X_ENTRY(color, name) DEFINE_CAR(name, color)
#define CAR_X_ENTRY(name) CAR_COLORS(CAR_COLOR_X_ENTRY, name)

CARS(CAR_X_ENTRY)``` though this is not the best example because it doesn't show how useful they are with parallel lists
see here http://pastebin.com/raw/4pxWPNNV for the result (formatted)

#

anyway i tried with an old free version of pboProject and couldn't get it to work

jade brook
#

try description.ext. mikeros is more limited

#

than the game or the SQF preprocessor

hard chasm
#

my tools don't support va_args. i'd be surprised if bis do either but as commy2 suggests desc.ext is in a world of it's own. As for the principle of X macros as defined in the wiki, my tools have no problem wiith them (most of my config.cpps are X macro) . Note however, the exceptionally important #undef. as for your first example. it won't work with that trailing comma. There's nothing illegal in your syntax but i specifically look for that 'error' because binarise will crash to desktop IF it sees trailing comma arrays when building maps. And yes, i support STRINGISE syntax and the usual splatter of ##

#

so in short, your Q wasn't about X macro at all but some unique usages of it.

ashen sluice
#

yeah afaik the BIS PP doesn't have variadic macros either not that it's really necessary anyway, just makes things a lot easier in many cases. I tried both SQF PP (arrowhead) and an older free version on pboProject and neither could handle very simple cases like ```#define X_MACRO(X)
X(1)

#define X_ENTRY(x) x

X_MACRO(X_ENTRY)``` this is the error i got with pboProject "Expected (...) during define expansion"
could be this is fixed in a later release, i don't know

#

also @hard chasm is there a specific reason you don't want to support variadic macros?

hard chasm
#

the above lack of support is fixed in later releases. (asssuming X itself is defined of course). that was an embarrising error on my part. i initially saw my job as emulating bis with the difference being i do a bit better that say 'error 3'. recently tho i have begun to roll my own, notably in sqf language processing of constants. I was crippled in how far i could extend c++ support because configs had to remain compatible with binarise (due to map buliding). but now i don';t let binarise get anywhere near them,. so the gloves (and restrictions) are off.

buoyant coral
#

hmm think here will be better place for that .
if anyone could help with my error why my map dont show up in editor would be nice. packed without errors i can see it in addons but not in editor here is my config http://pastebin.com/xFmf3PqW

hard chasm
#

damian is right. this is off topic, so last comment here is variadic is covered by bi's use of EXEC and EVAL

buoyant coral
#

@hard chasm could you take a look on my config if i missed out something ?

hard chasm
#

looks like a quite nice config to me damian. well done. you've made working maps before, check the difference between this and the others. get this config as close to the working one by temporarily hacking and slashing and you'll find the answer.

buoyant coral
#

Thanks

kindred moss
#

I have heard that there is way to generate preview images for weapons from the eden screenshoot function, not sure how its done, so asking around... are those images any good to be used for the inventory?

#

would be good if this was somehow standardized so all icons are same size and FOV, now as it is I have to fiddle with it in Marmoset to get it close to the original

kindred moss
#

Snake you da man, I know I saw it somewhere, must of been kju linked it somewhere

#

Note: this piece of information was grabbed from kju in arma discord chat. πŸ˜ƒ and Im blind haha

kindred moss
#

hmm it fails for some reason all screenshots are black and it wont load 80% of weapons

wicked delta
#

Hi fellas, I've got a problem on a custom tank where the main gun doesn't exactly align with the view in the y-axis even when accounted for range (default laser range finder). Anyone got a clue as to what might cause this? Might be a model issue.

lyric talon
#

Can someone confirm that it is impossible to inherit into the Control class of ctrlGrp. Ive been tearing my hair out trying this both mod and mission gui. Both missionConfigfile and configfile structure look ok in the configViewer but the inherited controls will not show.

http://pastebin.com/jq0gYXHx
notice the RollUpBackground and WidgetTest2 in the test_panels class do inherit into the RollUpCtrlGrp Controls class and show ok in the configviewer but do not show when you create the display.

stoic lily
#

post your code in pastebin

wicked delta
sand rock
#

Any idea as to why my mission's dialog is invisible?

#

I've defined the parent classes and the grid macros

#

exported via the GUI editor ingame

sand rock
#

nvm, fixed it

#

forgot to wrap my controls inside of a controls class inside my dialog class...

dusk jungle
#

What was config property that defines that control is focused by default?

lyric talon
dusk jungle
#

Thanks, completely forgot and was trying "selected" and "active"

sacred rivet
#

hey guys, how to make a weapon have no selectable scopes or side attachments etc.? my shotguns don't need them, but the scope is always automaticly assigned...

strange egret
#

can binarize handle #includes in .bisurf materials?

hard chasm
#

yes

strange egret
#

ok nice... dont want to define 20 different versions of the same bisurf material just with different plate thickness...

hard chasm
#

they can now be binarised just like any other paramfile. That wasn't always the case.

sacred canopy
#

hey is there a base class for creating items like a compass ? (for the compass slot)

strange egret
#

why dont you look?

sacred canopy
#

i searched in the internet but found nothing

somber cloak
#

search in the configs instead

strange egret
#

how bout you search in the configs instead?

#

of course there is. But iirc you cant add a new compass item - only replace it

sacred canopy
#

okay. where i can find them in the tons of pbos ? xD

strange egret
#

look for allinone config

#

it has all classes of the game in one config

sacred canopy
#

okay thx

red wharf
strange egret
#

nice!

jade brook
#

very good

low orbit
#

πŸ‘

boreal heart
#

Would anyone know how the Blackfish spawns with numbers on it despite those numbers on being on the actual texture in the psd?

#

I dunno whether its a BI script thing, a Blackfish config thing or what

somber cloak
#

on or not on ?

boreal heart
#

On

#

In the textures theres no aircraft numbers, but when you spawn it in the editor there are numbers on it

#

I was wondering if I could utilise this technology for other things on the aircraft other than numbers

somber cloak
#

no idea,. tried looking in the config to see if there is a named selection? they're probably mapped to a different texture though

boreal heart
#

Well they just released the Blackfish textures, it has 4 camo selections and 4 textures for them

#

That's all the config says

#

Its like the numbers just get pasted to the side

knotty sage
#

Guys, what's the maths to get the rate of fire (reloadTime, in seconds) from a Rounds Per Minute value ? I totally forgot it and it's driving me nuts

fathom thorn
#

Hi Guys. Can someone explain why my custom sound isn't working?
class CfgSounds
{
class footstep
{
name = "footstep";
sound[] = {"\Destroids\sounds\footstep.wss",0.05,0.6};
titles[] = {};
};
};

in my init.sqf
playsound ["footstep",true];

stoic lily
#

5% of original volume is very low

#

plus missing 3rd distance parameter - not sure what default is; 10 or 50m probably

fathom thorn
#

ok ty I'll try

#

what is the second parameter here? 0.6?

#

I originally though that sounds should be placed on memorypoins, in order to place a soundsource in a certain location

stoic lily
#

pitch

viral rapids
#

who you calling a pitch here?? @stoic lily

kindred moss
#

πŸ˜› pič

wicked delta
#

The gun on a custom vehicle isn't moving in sync with the sights, the sights move further than they should, anybody got a clue why that could be?

wicked delta
#

More specifically it seems to move much further than the gun does. Moving upward make the sight move further up than the gun does and moving down makes the gun move further downward than the gun does.

untold temple
#

model.cfg probably isn't using the correct angles

hearty sandal
#

also optics and turret turn/elevation values might not match

runic fable
#

upcoming to A3

Cannot register unknown string STR_USRACT_VEHICLE_PRIMARY_DISPLAYS
Cannot register unknown string STR_USRACT_VEHICLE_SECONDARY_DISPLAYS
Cannot register unknown string STR_USRACT_VEHICLE_PREVIOUS_PRIMARY_DISPLAYS
Cannot register unknown string STR_USRACT_VEHICLE_PREVIOUS_SECONDARY_DISPLAYS
Cannot register unknown string STR_USRACT_VEHICLE_CLOSE_PRIMARY_DISPLAYS
Cannot register unknown string STR_USRACT_VEHICLE_CLOSE_SECONDARY_DISPLAYS
Cannot register unknown string STR_CONTROLS_TOOLTIPS_SENSORS
Cannot register unknown string STR_CONTROLS_TOOLTIPS_VEHICLE_PRIMARY_DISPLAYS
Cannot register unknown string STR_CONTROLS_TOOLTIPS_VEHICLE_SECONDARY_DISPLAYS
Cannot register unknown string STR_CONTROLS_TOOLTIPS_VEHICLE_PREVIOUS_PRIMARY_DISPLAYS
Cannot register unknown string STR_CONTROLS_TOOLTIPS_VEHICLE_PREVIOUS_SECONDARY_DISPLAYS
Cannot register unknown string STR_CONTROLS_TOOLTIPS_VEHICLE_CLOSE_PRIMARY_DISPLAYS
Cannot register unknown string STR_CONTROLS_TOOLTIPS_VEHICLE_CLOSE_SECONDARY_DISPLAYS
Cannot register unknown string STR_SENSORACTIV_ANY_PLAYER
untold temple
#

interesting. What does it mean?

#

SENSORSTOGGLE maybe pertaining to toggle-able radar and other sensors? - Ed. NVM, read dev branch changelog

wild pasture
untold temple
#

we were wondering if Support for destroying object without effects (e.g. explosion, fire, etc.) might mean no more explosive helicopter crash-rolls too

kindred moss
#

make a function and call it from the ammobox config trough init EH

runic fable
viral rapids
#

Is there anything new in the hitpoints Config? (the only thing i can't remember atm is "depends = "Total";") @stoic lily @runic fable

viral rapids
#

Yep

#

iirc some of the 9mm Weapons using it (i think, it was the P09)

stoic lily
#

@viral rapids the new HitClasses for planes

viral rapids
#

Oh, snap. Totaly ignored that the whole time.

runic fable
#

also interesting that BI made the Hull armor = 999;

#

this is an interesting approach too

            {
                armor = 999;
                name = "engine_hit";
                visual = "";
                convexComponent = "engine_hit";
                depends = "0.5*(HitEngine1 + HitEngine2)";
            };```

as long as you still have one engine operational, you can still fly
#

Plane_CAS_02_base_F has just armor = 100; for Hull

#

Plane_Fighter_03_base_F has 30

#

the different hitClasses/components

                name = "avionics_hit";
                name = "engine_1_hit";
                name = "engine_2_hit";
                name = "engine_hit";
                name = "fuel_hit";
                name = "fuel_hit2";
                name = "glass_1";
                name = "glass_2";
                name = "glass_3";
                name = "HitElectronics";
                name = "HitEngine";
                name = "HitFuel_l";
                name = "HitFuel_r";
                name = "HitGlass1";
                name = "HitGlass2";
                name = "HitGlass3";
                name = "HitGlass4";
                name = "HitGlass5";
                name = "HitHull";
                name = "HitLAileron";
                name = "HitLCElevator";
                name = "HitLCRudder";
                name = "HitRAileron";
                name = "HitRElevator";
                name = "HitRRudder";
                name = "hull_hit";
#

(bit sloppy inconsistent naming there)

barren umbra
#

hey folks, I just tested out the damage attached to particles in cfgcloudlets and it works! You can have damage over time in an area of effect.I tested it creating a flame particle that burned for 2 minutes during with it harmed any unit that entered the area of effect. Its even in the particle config reference!
//--- fire damage related parameters (optional)
damageType="Fire"; //damage type, only available option is "Fire" so far
coreIntensity = 1.25; //damage coeficient in the center of fire
coreDistance = 3.0; //how far can unit get damage
damageTime = 0.1; //how often is unit getting damage
https://community.bistudio.com/wiki/Arma_3_Particle_Effects
this means you can have real napalm, flamethrowers or even chemical weapons. I would suggest more testing particularly in MP as I have no idea how it would behave there.

edgy oyster
#

Geneva Protocol intensifies

barren umbra
#

Fuck it! Fart Bombs for everyone!

#

You need something to fight off those pesky raptors

#

or aliens

hot pine
#

@dusk jungle - afair it's broken since implemntation. no bis weapon use it

viral rapids
#

@hot pine Wasn't a 9mm Weapon using several Mags?

#

(as i wrote above, iirc it was the PO9)

empty basin
#

Hi Guys and Girls, I am trying to use View cargo for a object, I have made several pieces of furniture and would like to be able to switch to the view cargo for my character to sit down on a chair for example, I can do this with making the object a vehicle which is pretty stupid as this will allow you to switch to driver and also will word the add action as Get in rather then custom which i would like. Any ideas?

hot pine
#

afair no

#

doing quick search on all in one config for magazinesGroup doesn't return any entry

viral rapids
#

I know that one Weapon was using multiple Magazines (9/16(/30?)rnds)

hot pine
#

yes

#

they just add magazines to the magazines[] array

#

nothing to do with magazines group

viral rapids
#

Oh snap, yeah. Just reopened the Link.

#

my bad

dusk jungle
#

What characters are allowed for class names?

viral rapids
#

a-z 0-9 (not leading)

#

i once made a class with ß and â wich didn't worked (iirc it didn't even packed)

#

@dusk jungle

kindred moss
#

I once tried cyrillic and got an arrow to the kneee

hard chasm
#

cyrillic should work just fine, providing the file is saved as utf8-bom

kindred moss
#

yeah thats a whole topic for itself, I know I had issues with it in A2, dont rememeber was it the BOM or not, probably was, nailed it at the end but did cause me some headache... so would that mean that German characters like mentioned above would work too?

hard chasm
#

absolutely, certainly, and for sure. The bis devs dont normally know this, but the engine 'works' in utf8 NOT as one imagines, usascii

#

BUT (big but) you must save as utf8 bom for this magic to happen, especially european codepages.

#

windows, from lack of any other information must save your text files in what they call 'local codepage'. for most of us, that means WinAnsi, officially known as cp1252. it's close to utf8 but not good enough.

#

and if you want to crap all over the theives stealing your creations start thinking utf8 because most extractors get it wrong and scramble the output at worst, but hopefully scramble the file system too.

kindred moss
kindred moss
#

However Atom doesnt support BOM, issue hangs for quite some time and still not resolved.

hard chasm
#

then Atom has one hell of a problem.

viral rapids
#

BUT (big but) you must save as utf8 bom for this magic to happen, especially european codepages.
So thats why it didn't worked for me, interesting.

kindred moss
#

is it possible to configure APERS blast mine in A3 so that it cant be detected by Mine detectors or reported by NPC? I mean it can be reported but only if spotted on close range, need more info on this

kindred moss
#

mineInconspicuousness seems to be what is used for reporting the mine

#

its value is radius in meters around the mine

#

any way to make the mine not kill the player but take out the tire of a vehicle?

thorn leaf
#

scripting πŸ˜ƒ

viral rapids
#

☝

kindred moss
#

I was affraid someone might say that damn it

#

whats the use of mine detector anyways, since mines are autoreported based on radius settings in cfgammo?

viral rapids
#

can't you disable that in the Serversettings?

#

(Difficulty-Settings)

kindred moss
#

yes it can be disabled, but the thing is that I want this mine to be hardly detected, as it is IRL, its made of bakelite, apers mine, minimum steel parts so it cant be detected by common metal detectors

#

Ive decreased the redius to 2.5m for spotting, so thats kind of a tradeoff setting, mine is small so it can be spotted from -5 meters and it still wont activate

#

now the mine detector is what I dont understand in this game, I dont play much but I cant find its use, maybe it works for mine detection and marking when spoting is disabled in difficulty settings, must check that

#

as for the damage, that I must tweak, mine has small explosive charge, it wont kill but it will cripple in most cases, but if I reduce hit value vehicles wont be damaged or tyres in this case, so have to figure out the script for that

thorn leaf
#

Perhaps I can share something :)

#

I used something similar in tacbf

#

But was AT mines which were nerfed to almost nothing and replaced with a scripted solution to just disable the vehicle. (I hate arma 3 hollywood mininuke explosions that instakill everyone and everything inside and nearby)

#

PM'ed

#

@Jastreb#8971

stone plover
#

I'm wondering how to make a weapon accept different kinds of magazines. Specifically, I have the Ak 5c from the swedish forces pack, which IRL uses standard STANAG mags. How would I allow the weapon to accept the 5.56 mags from RHS?

viral rapids
#

iirc your wpn should have an config entry, where the magazine is defined. Just simply add them to it.

stone plover
#

Any idea where I would find those configs?

viral rapids
#

my first guess is: inside a *.pbo

untold temple
stone plover
#

Thanks for that.

untold temple
#

they should also show up in the eden config viewer

stone plover
#

Main issue I'm having now is actually editing the config.

viral rapids
stone plover
#

Mainly, actually opening it. it's a .bin file. Any reccomendations on the software to use?

viral rapids
#

let me guess, you don't have the Arma-Tools installed?

stone plover
#

I do, actually. I was using PBO manager to open the pbo though, I guess I should try the actual tools instead.

viral rapids
#
  • Mikeros Tools
#
  • have a P-Drive
#

(comes with tools)

stone plover
#

Mikero's DOS tools?

viral rapids
#

pboProject

#

e.g.

#

everything you can find

hard chasm
#

pboManager is a nice, intuitive gui to use and well written, but it doesn't have the smarts to extract properly. config.s rtms. bisrurfs, rvmats. all have to be massaged to be able to use them.

tight raven
#

Hi all, can someone tell me where do i define the sound that a Rocket launcher makes when it fires a projectile. Curently my launcher only makes a silent wush, and then the rocket flys normaly, and the explosion sounds are ok.

untold temple
#

they're configured as firing sounds in the firemode of the launcher. Same as every weapon

#

sounds[] = {"StandardSound"}; and all that

tight raven
#

mine looks like

class Single: Mode_SemiAuto
{
sounds[] = {"StandardSound"};
class BaseSoundModeType{};
class StandardSound: BaseSoundModeType
{
begin1[] = {"\a3\sounds_f\weapons\Launcher\rocket_launcher_1",4,1,1400};
begin2[] = {"\a3\sounds_f\weapons\Launcher\rocket_launcher_2",4,1,1400};
begin3[] = {"\a3\sounds_f\weapons\Launcher\rocket_launcher_3",4,1,1400};
begin4[] = {"\a3\sounds_f\weapons\Launcher\rocket_launcher_4",4,1,1400};
begin5[] = {"\a3\sounds_f\weapons\Launcher\rocket_launcher_5",4,1,1400};
soundBegin[] = {"begin1",0.20,"begin2",0.20,"begin3",0.20,"begin4",0.20,"begin5",0.20};
};
};
@untold temple

sullen fulcrum
#

hello everyone, im trying to figure out how to get headgear working like a flashlight. if i use class flashlight on a pistol its working but if i use the same on my headgear it does not work. has anyone got an idea how to get my headlamp working?help would be appreciated
i also tried it with a class reflectors with no luck

fathom thorn
#

Hi guys. When I binarize my file, it complains that it cant find my init .sqf file. Anyone know why? it works flawlessly when I dont binarize

somber cloak
#

set it to not binarize *.sqf files

fathom thorn
#

hm can I do that in Addon builder?

kindred moss
#

addon builder is not binarizing sqf files

#

you need to add sqf files to a list to be copied if they are not there

fathom thorn
#

hm but they are there

hard chasm
#

where exactly is 'there'

#

god, must have been a real tough question.

viral rapids
#

He is painting a picture.

fathom thorn
#

P:\Destroids\scripts

#

sry was away

#

my config is in my destroids folder

hard chasm
#

so what? what has that got to do with sqf in P:\temp?

#

you got the correct answer, but want to argue about it.

fathom thorn
#

no I dont want to argue. I just didnt get what he ment by adding sqf files to a list

#

what kind of list

hard chasm
#

been i long time since i fired up addon breaker,. but it's setup button might give you a hint.

fathom thorn
#

I think I found it. Exclusion pattern list filename

somber cloak
#

that simply tells it what filetypes/folders not to pack

hard chasm
#

I'm embarrassed. bis document their tool better than i do, mine.

fathom thorn
#

@hard chasm my sqf file is not in P:\temp

#

its inside my project folder

hard chasm
#

of course it isn't, but you suggested that it was.

fathom thorn
#

hm I didnt?

kindred moss
#

List of files to copy directly

fathom thorn
#

Thanks @kindred moss

kindred moss
fathom thorn
#

found it

kindred moss
#

you should use Mikero tools anyway, Addon builder is... sometimes not realiable, plus it doesnt tell you where you made a mistake so it will pack anything

#

Free version of the tools works fine, but if you like how that works, you can subscribe for the paid version which has more advanced features

#

for details the gentleman above called Mikero

fathom thorn
#

Its nice to find errors in my code. But It's so strict. It gives me erros that addonbuilder dont

#

its probably just me who's a nobb at this..

somber cloak
#

you should fix those

kindred moss
#

and thats exactly why its briliant

#

it wont let you pack garbage

fathom thorn
#

I c

#

@hard chasm why dont you work at BI? xD

hard chasm
#

do you hate me that much?

fathom thorn
#

well I meant that if you make tools that are better then what BI makes, you should be qualified πŸ˜…

hard chasm
#

the last thing bis want is to provide you tools that work, making your creations better than theirs.

#

you, are the enemy

strange egret
#

oh come on...

fathom thorn
#

moody?

vagrant fossil
#

Hi, does anyone know how to edit the default cfgammo class to allow a new hit effect to be added to it. I'd like all bullets to inherit the new impact effect, as acording the the WIKI the "impact" entry in cfgSurfaces reads it when its decides what bullet splash effect to spawn on the ground.

{
    class Default
    {
        class HitEffects
        {
            hitSnow = "ImpactSnow";
        };
    };
};```
viral rapids
#

info: 3x ` Code 3x again

Code
vagrant fossil
#

your edit was better πŸ˜›

#

ta

kindred moss
#

generally you dont want to edit base classes its a bad idea, make your own base class and inherit from there

viral rapids
#

stupid discord

vagrant fossil
#

well im not createing an new ammo class

#

I need to add an effect to all bullets useing the mod

#

when useing the mod*

viral rapids
#

then, the stuff from above should work

vagrant fossil
#

seems to be locked unfortuantly has no effect

#

though it works on other classes

viral rapids
#

no idea, brain is plumpudding atm.

kindred moss
#

class Default might be read only cant overwrite it

vagrant fossil
#

np its an odd one, it is posible to do with cfgvehicles like this:

{ 
    /*
        more info:
        https://forums.bistudio.com/topic/187556-enabling-dust-effects-on-your-custom-map/
        https://forums.bistudio.com/topic/176156-how-to-customize-terrain-dust-sound-and-ocean/
    */
        
    class All;
    class AllVehicles: All{};
    class Land: AllVehicles{};
    class LandVehicle: Land{};
    class car: LandVehicle
    {...
viral rapids
#

Is there an readOnly? oO I don't think so

kindred moss
#

acess=? param

vagrant fossil
#

prehaps

viral rapids
#

That should be scriptside only

#

(not 100% sure about that)

vagrant fossil
#

me neither I asumed it'd work lol

kindred moss
#
access = 1;
1. Ammunition classes can be added.
2. Existing classes can (sometimes) be altered.
The default class for cfgAmmo specifies access = 3; - Almost all subsequent classes inherit this value, which means they cannot be altered in any way.

To allow YOUR addon to subsequently modify YOUR ammunition (should you wish other addons to do so), you must change the access= in YOUR ammunition.```
vagrant fossil
#

ahha

kindred moss
#

πŸ˜‰

vagrant fossil
#

loading, though I have some doubts based on the wording of the section you quoted

#

yeah unfortuantly no luck

#

unless you can see something wrong with that, what I think its saying is set acsess to 3 if you dont want people to edit it

vagrant fossil
#

I wrote it up on the forums as Ive exhausted google, thanks for your help though.

kindred moss
#

I never dealed with that but seems like you dont have it defined properly

#

Default class in cfgAmmo has only defined effects for bullet colision with metal and dirt

#

so my proposal is to NOT redefine the Default class, but instead, if you want to add your effect to rifle bullets for example, alter the class BulletCore

#

or even better BulletBase

#

the hitEffects for bulletBase

            Hit_Foliage_green = "ImpactLeavesGreen";
            Hit_Foliage_Dead = "ImpactLeavesDead";
            Hit_Foliage_Green_big = "ImpactLeavesGreenBig";
            Hit_Foliage_Palm = "ImpactLeavesPalm";
            Hit_Foliage_Pine = "ImpactLeavesPine";
            hitFoliage = "ImpactLeaves";
            hitGlass = "ImpactGlass";
            hitGlassArmored = "ImpactGlassThin";
            hitWood = "ImpactWood";
            hitMetal = "ImpactMetal";
            hitMetalPlate = "ImpactMetal";
            hitBuilding = "ImpactPlaster";
            hitPlastic = "ImpactPlastic";
            hitRubber = "ImpactRubber";
            hitTyre = "ImpactTyre";
            hitConcrete = "ImpactConcrete";
            hitMan = "ImpactEffectsBlood";
            hitGroundSoft = "ImpactEffectsSmall";
            hitGroundHard = "ImpactEffectsHardGround";
            hitWater = "ImpactEffectsWater";
            hitVirtual = "ImpactMetal";
        };```
#

as for the effect itself

hard chasm
#

why is it people (including me) want to interpret info on access= in any way that will fit what they want to do, rather than what it does?
access=3 is set in concrete. it prevents you even changing that (in the default class). It is inherited by everything else, so those classes too are protected. (can't be changed).

BUT, when you create a class of your own, you can overide access= in that class so that subsequently YOUR classes behave as you'd expect them to. Specifically, they can be altered/overwritten by another addon.

kindred moss
#

also note about the effects, its mentioned that hit effect name must relate to bisurf param

#

so in short what @hard chasm said is that you cant alter the base classes, youd have to make your own base class and set hit effects there, or overwrite every single ammo class there is in the game and add your effect

#

but the probable outcome is that you probably wont be able to do this unless bisurf materials have the params for hitSnow

#

surfaceInfo="data\wood.bisurf";

#

so if there is snow.bisurf you can do this

#

guess you can replace it with dirt if bisurf uses it, but you need access to maps materials in case its a custom snow map

#

if youre spawning snow with the script I dont think this will work, but maybe you can again replace the hitDirt or hitGround with your custom effect

vagrant fossil
#

@hard chasm @kindred moss Thanks for the suggestions actaully tryed useing other bases, but all the base class names in cfgAmmo are set to acsess 3 that I can see. In cfg vehicles the class "man" which all units inheirt from is set to acsesss 0 I think thats the core off the issue as to why this is proveing so tricky.
I'll re-read that bisSurf section again though, but the first time round I did look into this and found the rvmats for map ground did not have the entry your refering too I asumed it was just for rvmats of objects.
But yeah acsesss cannot be got around unfortuantly, it seems weird they dont have a cfgHitEffect from a moding perspective it would be nice, sure there is a good reason though.

#

(Im doing it for cfgsurfaces just to be clear, for a coustom winter terrain)

vagrant fossil
#

that particle editor is good, sanders used to produced alot of cool missiosn too

#

mikero your tools are very useful too if your the one im think of πŸ˜ƒ

#

I'm thinking of ways to cheat now, I wonder if its posible to redefine "impactConcreate" in the discription.ext and use that on the snow.. just make it white instead of grey

#

lol..

#

worth a try

hard chasm
#

there's a sensible reason why the base classes, generally, are access protected.
you can debate the merits or otherwise of protecting inherited classes too, but it's a slamn dunk no brainer whe the base can't be altered.
The very first thing the engine does in configs is look for specific variable names, they could be called 'cow', 'pig' and 'dog' for all that it matters. Fact is, the engine has to asume they are there,

if you are 'allowed' to alter base classes, it's a garanteed certainty you will 'forget' to add the 'duck=' variable because bi only introduced it on the next update.

vagrant fossil
#

yeah it'd be a cluster fuck

#

we do have weapons in our mod so its not sucha major issues as at least Ive got it working for htem

#

its a fiarly minor cornor of terrain building anyway

#

honestly would just turn it off it it was posible and say the snow swallowed the effect, but it defaults to an ugly arma1 effect lol

kindred moss
#

try water effects?

#

could be similar

#

about the ammo..

#

they are adding their variabled to the game classes

vagrant fossil
#

yeah did ataully go there and look it is one way of doing it, masive pain but would work

kindred moss
#

as that one cant be overwritten, but anything below it cant, or above it ( depends where you looks from )

kindred moss
#

yeah try see the config for B_556x45_Ball

vagrant fossil
#

ya, its ope

#

open*

kindred moss
#

open?

#

doesnt show access=3?

vagrant fossil
#

yeah thats what I meant, I am wrong however it is 3

#

which is intresting

#

since they are useing it

kindred moss
#

it inherits from previous thats how

#

I am not sure which class is really locked, but I guess that the Default cant be altered, anything below can

vagrant fossil
#

oh yeah I see they are not redefineing it, they are jsut useing it as a tempoary containter

kindred moss
#

seeing how only default has acces=3 defined, I assume that anything after it can be overidden

#

so even BulletCore

vagrant fossil
#

yeah

#

cant*

#

oh well

kindred moss
vagrant fossil
#

you think it can be overwriten doing that?

#

I tested it did not seem to

#

if that worked it should have deleted all the infomation from default and just had a hitefect

kindred moss
#

what I showed above is what is default from the config extracted from the game

#

Default class has access=3; defined so it cant be touched

#

anything after it inherits this value but can be overwritten

vagrant fossil
#

right ok

#

well gonna take a break from this problem and do a little reasearch into another problem and see if rain can be changed into snow on terrains

#

got most of the dust effects done today for the map, just the bullet problem and weather

#

which actaully looks really easy too do

#

joy lol

hard chasm
#

and still you folks want to read what you want to read😎 3 == no modifications, inherited cascade. except when you create an entirely, new, class.

#

new, because it doesn't exist therefore there's nothing to protect. you can change that body's access = because it's new. but if you don't the access= cascades thru.

vagrant fossil
#

not i

hard chasm
#

=4 btw, is the old ofp copy protection.

vagrant fossil
#

the stuff even the devs have forgoten what it does and are too scared to touch it

#

lol

kindred moss
#

that would mean that I cant alter the B_556x45_Ball but its not true

#

it also inherits from Default as all classes do, but it can be edited

#

only class Default has 3 defined, so I guess its the only one protected

#

although I never tried it, just assuming

#

Ill test with the edits to bulletcore and bulletbase and report back sometime

hard chasm
#

unless bis have moved goalposts B_556x45 is not alterable.

#

in this game, it's easy to be wrong.

kindred moss
#
#define ReadAndCreate 1        // only adding new class members is allowed
#define ReadOnly 2            // no modifications enabled
#define ReadOnlyVerified 3    // no modifications enabled, CRC test applied``` perhaps I am but can I add anything to class with 3? If not how is ace mod then altering it
dusk jungle
#

Can somebody give me rough idea of how armor values work in Arma 3? (Uniform and Vest armors more specifically) I assume difference between armor=1 and armor=11 is not the same as between armor=90 and armor=100 ?

delicate nymph
#

@dusk jungle from what i know it should be 1 = 10 and 2 = 20 from what ive done with a few mods

#

dont take my word for it tho

runic fable
neon kernel
#

it should be possible but you need to mod it. don't think you can modify those through cfg

tight raven
#

Can someone tell me how do I add ace3 earplugs to a unit config. Does ACE3 check for a certain item in inventory and adds earplugs via some kind of script? Thanks in advance.

latent fiber
#

Does anyone know how the zeroing sounds work that came with 1.66? (Added: Support for new zeroing sounds)

wheat oracle
#

k

kindred moss
#

@wheat oracle post your cfgFactions config on pastebin or alike

wheat oracle
kindred moss
#

post cfgFaction config then

#

you didnt configure it right

wheat oracle
#

ok 1sec

#

i have no idea what i did wrong

#

@kindred moss so what i do wrong here? lol

kindred moss
#

see my example

#

thats the basic setup for mod/faction/vehicle classes and editorsubcategories

wheat oracle
#

oh ok tyvm let me see

kindred moss
#

what you did wrong was everything prety much

wheat oracle
#

as u can see im quit new to scripting

kindred moss
#

hm ok but this is not quite scripting.. something in between and its quite easy once you get to it

wheat oracle
#

ya im learnign from youtube vids and BI forums lol

#

but thank you for your help

kindred moss
#

download Arma samples from Steam/Tools and see how its done there

#

there is an example in the sample uniform config and look around in the samples try and see where you got things wrong, learn from your mistakes, its best to learn in that way, if you want to learn

#

we are here to help if you cant figure out something

wheat oracle
#

ok tyvm and ya ive already posted my mod to workshop with help thier too just updating it since Zues dident work but MCC did ?_?

kindred moss
#

by seeing that link you posted Im not sure how that works if it does at all

wheat oracle
#

well its being fixed now thanks to you πŸ˜ƒ

#

i just need to keep teaching myself

kindred moss
#

ah its showing you got faction configured to show in blufor but thats all I see here

wheat oracle
#

ya

kindred moss
#

well once you get that part I sent you right we can move on to units config/unforms and so on... for now learn how mod configuration and basic setup for factions / vehicle classes and editor subcats work

#

note that vehicle classes and editor categories wont show anywhere until we add units to them

wheat oracle
#

true i want the all the units to be under BLUFOR> SHIELD faction but i have no idea how to do that, i have a friend helping me but hes also new to it

kindred moss
#

the link I sent you will do that

#

note that you must keep the folder structure

#

you addon where main config for factions and basic mod setup with be named shield_main

#

so your folder structure must be \shield_main\config.cpp

#

and you see the paths there for images and icons, you can adjust that to any folder you want

#

but it has to be in the \shield_main\logo.paa or whatever path

#

you can ofc pack it all in one singe addon/pbo if you want

wheat oracle
#

here is the path im using right now @Shield\Addons\custom_uniform\config.cpp

kindred moss
#

your addon will be named custom_unforms.pbo

#

if thats what you want

wheat oracle
#

yep

kindred moss
#

then you use \custom_unform\config.cpp

#

and pack from there not from @shield

wheat oracle
#

ohhhh

#

derp

#

ok 1sec

#

@kindred moss ok im getting my friend in here so u can talk to him im lost on a few things

wheat oracle
#

^ty

obsidian schooner
#

Hello!

#

Would you like me to put the whole config.cpp into pastebin? It's still now showing up on Zues

wheat oracle
#

well crap

kindred moss
#

go ahead

obsidian schooner
#

There you go πŸ˜ƒ

kindred moss
#

My_Mod_Config

#

classname in cfgPatches is the name of your addon/pbo

#

I made that just as example

obsidian schooner
#

ahh okay

#

so it would be custom_uniform?

kindred moss
#

so if your addon structure is \custom_uniform\something.ext then your class in cfgPatchs should be class custom_uniform

obsidian schooner
#

ahh

#

i get it now

kindred moss
#

youre missing cfgFactionclasses nope you got that wrong there

obsidian schooner
#

It should be right underneath factions

#

class cfgFactionClasses
{
class Custom_Faction
{
displayName = "Shield"; and etc

kindred moss
#

you merged somehow cfgVehicleClasses and cfgFactionClasses

#

missing cfgVehicleClasses

obsidian schooner
#

hmm

#

i'm a bit confused as to what you mean, would you be able to explain it again?

kindred moss
#

ok so Faction has configured the side so in your case Shield will show under Blufor

#

vehicle classes are anything that will show under Blufor > Shield > Anything, Anything2 ...

#

so your units are not showing because you dont have vehicle classes and editor categories in your config

#
    editorSubcategory = "shield_EdSubcat_men";```
obsidian schooner
#

on the 2D editor i can see this

#

is that correct or am i looking at the wrong thing

kindred moss
#

you need that first configured in cfgVehicleClasses and cfgEditorSubcategories, and then you need to add that to you soldiers config

#
{
    class Custom_Faction
    {
        displayName = "Shield";
        priority = 80; // Position in list.
        genericNames = "NatoMen";      
        identityTypes[] = {"LanguageENG_F","Head_Euro","NatoGlasses"};
        author = "Estron";
        side = 1; // Opfor = 0, Blufor = 1, Indep = 2.
        icon = "\Custom_Uniform\UI\custom_patch_co.paa"; //Custom Icon
    };  
        class shield_vehclass_infantry
    {
        displayname= "Infantry";
       
    };
 
        class shield_vehclass_ship
    {
        displayname = "Ship";
    };
};```
#

this is wrong

wheat oracle
#

oh boy

kindred moss
#

should be

{
    class Custom_Faction
    {
        displayName = "Shield";
        priority = 80; // Position in list.
        genericNames = "NatoMen";      
        identityTypes[] = {"LanguageENG_F","Head_Euro","NatoGlasses"};
        author = "Estron";
        side = 1; // Opfor = 0, Blufor = 1, Indep = 2.
        icon = "\Custom_Uniform\UI\custom_patch_co.paa"; //Custom Icon
    }; 
}; ```
#

and then... see my example

obsidian schooner
#

okay, one moment

kindred moss
#

you dont have to define your own category if you dont want to, can use one of the predefined ones

#

but it HAS TO BE in the configuration of your soldiers/vehicles or they wont show in editor

obsidian schooner
#

Okay

#

let me test this out

kindred moss
#

good luck

obsidian schooner
#

Thanks

wheat oracle
#

thank you for your help agan as i said we are new to this

kindred moss
#

yup we were all there once

obsidian schooner
#

I can make amazing textures, but it's the first time i've worked with modding

#

so all these configs are daunting

kindred moss
#

yeah but once you get it right later ones go easy... and thats just scrathing the surface

#

wait till you get to configure and import a model into the game

obsidian schooner
#

I'd love to get into modeling, but i have a feeling i'll have gray hair by the time it works xd

kindred moss
#

modeling something is half job done, the other half is to make it work in the game, and thats why tech artists are payed more than actual 3d artists, cause they make their shit work in the games πŸ˜‰

wheat oracle
#

@kindred moss this mod is getting popular on twitter from the actors of the TV show its based after retweeting it, thus we wnt the mod to work with high expectations no way we are stoping here πŸ˜„

#

though now everyone knows the real me meh

kindred moss
#

ah the fame

#

I dont care about it, I jsut want the booze and the babes

obsidian schooner
#

still no luck, AI is not showing up on zues 😦

#

i like booze

kindred moss
#

AI?

#

units not showing in editor

obsidian schooner
#

like

#

the units show up on the editor

#

like the normal 3D one

#

but on zues they aint

kindred moss
#

can you post a screen of that where are you expecting units to show?

obsidian schooner
#

sure

#

on the right side where all the other dropdowns are

kindred moss
#

again vehicleClasses and editorSubcategories

#
{
    class MyObject: Car
    {
        // SUBMODE
        // The side decides under which submode (e.g., BLUFOR) is the object sorted
        // When the class doesn't inherit from AllVehicles or its child classes (e.g., Car),
        // the side is ignored and the object will be a Prop
        side = 1;
 
        // CATEGORY
        // Two ways how to set it exist. When both are present, editorCategory has priority.
        editorCategory = "MyCategory"; // Class from CfgEditorCategories. Usually used for props.
        faction = "MyCategory"; // Class from CfgFactionClasses. Usually used for characters and vehicles.
 
        // SUBCATEGORY
        // Two ways how to set it exist. When both are present, editorSubcategory has priority.
        editorSubcategory = "MySubcategory"; // Class from CfgEditorSubcategories. Should be used everywhere.
        vehicleClass = "MySubcategory"; // Class from CfgVehicleClasses. Depreciated, should not be used anymore.
    };
};```
#

some people reported a bug related to it

#

Ill have to check to see if my units work in Zeus

obsidian schooner
#

oh okay

#

oh from that above statement

#

it would be like

#

class CfgVehicles
{
class MyObject: Shield
{
side = 1;
faction = "Shield";
editorSubcategory = "Soldiers";
};
};

?

#

as an example

kindred moss
#

yeh

#

faction / vehicleClass and editoSubcategory are actaully classnames

#

as defined previously

#

so if you have cfgFactionclasses { class Shield {...}; }; then its Shield

#

uses classname not displayname, thats what I wanted to say

obsidian schooner
#

ahh

#

so classname would be defined elsewhere in the code to be used

#

but displayname is so it shows up in game with a different name

kindred moss
#

yeah exactly

obsidian schooner
#

ahh

kindred moss
#

works for me

obsidian schooner
#

ah

#

RIP my code

kindred moss
#

also in Zeus GM module you need to set all addons including unoficial ones

obsidian schooner
#

yeah

kindred moss
#

or nothing custom will show

obsidian schooner
#

i did that already

#

still with no luck

kindred moss
#

well then you need to work on the config

obsidian schooner
#

hmm

#

how can i see if there's an issue with my code? How could i spot a mistake

kindred moss
#

rpt

#

arma 3 logs errors in rpt file

#

its in \localappdata\arma 3\

#

Win +R > type in %localappdata% and hit enter

obsidian schooner
#

ohh

kindred moss
#

then Arma 3 folder and inside youll find rpt files, open with text editor and inspect

obsidian schooner
#

class CfgVehicleClasses
{
class shield_units
{
displayname= "Shield Units";
};

#

would that be correct?

kindred moss
#

wel its not complete

#

you need to close the class };

obsidian schooner
#

yeah

#

that's closed at the bottom

#

i just didnt copy that xd sorry

kindred moss
#

yeah its going well

#

and add that to units config in cfgVehicles

obsidian schooner
#

class CfgVehicleClasses
{
class shield_cfg_veh_classes
{
displayname= "Shield";
};
};
//*****************************
class CfgEditorSubcategories
{
class shield_EdSubcat_units
{
displayname= "Units";
};
};

kindred moss
#

vehicleClass = "shield_units"

#

wait whats that ... that differs from the previous one

obsidian schooner
#

yeah sorry

#

i was making an edit to it

#

the last one i send would be the proper one

#

cfgvehicle classes and the subcategories

#

so it would be like

#

BLUFOR > Shield > Units >

#

and then soldiers are inside there for example

kindred moss
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ok so then vehicleClass = "shield_cfg_veh_classes"

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and editorSubcategory = "shield_EdSubcat_units";

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and that should solve your "problem"

obsidian schooner
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and those two

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i would put them where my unit config is?

kindred moss
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also dont forget

    faction = "faction_classname";```
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not literally but a you configured ti in factions

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yes you put that in the soldier config

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the ones in cfgVehicles

obsidian schooner
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ah okay'

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class cfgFactionClasses
{
class Custom_Faction
{
displayName = "Shield";
priority = 80; // Position in list.
genericNames = "NatoMen";
identityTypes[] = {"LanguageENG_F","Head_Euro","NatoGlasses"};
author = "Estron";
side = 1; // Opfor = 0, Blufor = 1, Indep = 2.
faction = "Shield";
icon = "\Custom_Uniform\UI\custom_patch_co.paa"; //Custom Icon
};
};

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for faction is it like that? I'm not too sure

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i also have faction on my cfgvehicles class units

kindred moss
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faction = "Custom_Faction";

obsidian schooner
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class CfgVehicles
{
//************************************************************************************************************************************************************************************************
//***** Units *********************************************************************************************************************************************************
//************************************************************************************************************************************************************************************************
class B_Soldier_F;

class Custom_Uniform: B_soldier_F {
    _generalMacro = "B_soldier_F"; 
    scope = 2; 
    scopeCurator=2;
    displayName = "Shield Soldier"; 
    identityTypes[] = {"Head_NATO", "G_NATO_default"}; 
    genericNames = "NATOMen"; 
    faction = "Custom_Faction";
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ahh

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i get it now

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let me test this out πŸ˜ƒ Thank you

wheat oracle
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yes thank you

kindred moss
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yw

wheat oracle
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my head hurts lol

kindred moss
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haha its πŸ₯œ

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once you grasp it properly

wheat oracle
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πŸ˜ƒ

obsidian schooner
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i see how the faction categories work now

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i need to test it on zues now πŸ˜›

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nope :/ still not showing up on zues

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oh wait

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hold 1 sce

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sec*

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Nope :/ no luck

wheat oracle
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*rips hair out

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@obsidian schooner so whats going on, is it not showing up or a error msg?

obsidian schooner
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just not showing up on zues

sacred canopy
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@obsidian schooner Maybe ScopeArsenal ?

obsidian schooner
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scope = 2;
scopeCurator=2; I've used these 2

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i can try using that, let me check

wheat oracle
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@sacred canopy no no we dont need VA we need to be able to spawn the AI with Zues

sacred canopy
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oh okay

wheat oracle
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thats what we are stuck on right now everything else works

obsidian schooner
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:/ anyone have any ideas?

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here's the code fi anyone knows where i fucked up it would be amazing ❀

wheat oracle
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i need to get this update out tonight the latiest so im a little triggered right now that its acting up

sharp stone
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havent read far back but you did add them to the curator through script / module?

obsidian schooner
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I've added it to the unit config

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class Custom_Uniform_5: B_soldier_F {
_generalMacro = "B_soldier_F";
scope = 2;
scopeCurator=2;
scopeArsenal = 2;

kindred moss
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nothing shows in Zeus at all

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not even faction?

obsidian schooner
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Nope

sharp stone
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addons normally need to be added to the current mission curator by script or module

obsidian schooner
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not even the faction

sharp stone
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even RHS units etcetera

obsidian schooner
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if i select all addons + unofficial ones

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wouldn't that make them work?

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I can see Shield vehicles at "empty"

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but not the faction or units anywhere

kindred moss
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it should but your uniform config might be wrong

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also the way you packed it might be wrong... but if its showing in 2d editor and eden

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it should show in Zeus too

obsidian schooner
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well i always pack it the same way

kindred moss
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now for uniforms... or soldiers

obsidian schooner
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i right click on the folder and PBO manager > pack into .pbo

kindred moss
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your mising one thing there

sharp stone
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try preplacing a single unit from your addon in the mission and see if that triggers it

obsidian schooner
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oh?

kindred moss
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I have seen you missing classes in inteminfo

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        uniformClass = "soldier_classname";```
obsidian schooner
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oh?

kindred moss
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Im sorry to say this guys but your plans for releasing tonight wont work

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you dont know the basics and learning that and have it properly set in such short notice is hard for you

wheat oracle
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hurm well crap, thats fine i guess i just need it to work in the end if it takes longer, it take longer

kindred moss
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writing it for you.. im not going to do you any favors trust me

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you need to figure it out yourself

wheat oracle
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fair enough

kindred moss
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b following hints

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and links we gave you

wheat oracle
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i still thank you for your help, we will figure it out πŸ˜ƒ

obsidian schooner
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It's fixed! It works now πŸ˜›

dusk jungle
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I wonder if there is a way to determine if uniform is visible in TI or not through config value?

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Or is it texture material thing?

viral rapids
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Should be Material

kindred moss
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mat

viral rapids
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_TI? not sure

kindred moss
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needs a step there hold one

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    texture="path\to\texture\something_ti_ca.paa";
};```
viral rapids
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@dusk jungle

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Was that from the rvmat @kindred moss ?

kindred moss
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yeah

viral rapids
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kk

kindred moss
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_TI - new in Arrowhead, 4 channel texture for heat visualisation```
dusk jungle
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Thanks. I guess I'm out of luck to guess through script if uniform is invisible in TI

tight raven
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I'll ask again. Does anyone know how do I implement ACE3 earplugs into my units coonfig? I mean most of Vanilla units get earplugs automaticly. How doeas ACE3 add earplugs to units? I'll be most thankfull for any info.

kindred moss
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add them to unit loadouts?

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if your mod requires ace add it directly to your config if not add to compatiblity config

tight raven
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Oh, I havent tought of a compatibility config. Thanks for the idea.

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BTW I'm using reskined AAF units, does that mean that I have to still make a compat. config

kindred moss
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respawnLinkedItems[] = {"ACE_EarPlugs"};``` in soldiers config, and thats it, probably easier to add it to base class ( your own base class ) so you dont have to add it to every unit
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reskined AAF, well if they inherit from AAF classes 1:1 then I guess not

tight raven
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Jea but that make the units dependent on ACE3

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does it?

kindred moss
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not really, unless you add dependency, but it will throw errors in rpt

tight raven
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Units inherit everything from vanilla units

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Oh so if I include ace3 earplugs in the Items an respawn item I'll just risk having some rpt errors?

kindred moss
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and so do they get the earplugs or not?

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to be clear if your mod does not require ace3 dont add it directly

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to be clear if your mod does not require ace3 dont add it directly

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make compatiblity addon then and add it there

tight raven
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It doesn't need ACE3 no. Compatibility addon it is. Hvala Jastreb. ;)

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It doesn't need ACE3 no. Compatibility addon it is. Hvala @kindred moss. ;)

kindred moss
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Nema na čemu πŸ˜›

dusk jungle
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How does game defines that items\vehicle requires DLC, it is not just "DLC" value in the config, right?

hard chasm
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the nameof the addon is listed in 1) mission.sqms and 2) config.cfgPatches. if you don't have the dlc, you dont have the addon.

sullen fulcrum
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@dusk jungle there might be a IRvisibility parameter in the uniform class for AI

dusk jungle
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@hard chasm But you have DLC items in the mission even if you don't own the DLC. I meant how game decides if item or vehicle needs DLC, there is DLC = "Mark" value in CfgVehicles\CfgWeapons, but is it just it?

gilded lake
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It's probably in some place that's not accessible from a mod otherwise people would just be able to "patch" it out πŸ˜›

tranquil marlin
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in making new patches for arma which config should i use

tranquil marlin
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config.pp

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there are multiple configs and two were from the launcher

ruby rampart
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Is there a script like the randomised headgear but for uniforms?

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"if (local (_this select 0)) then {[(_this select 0), [], nil] call BIS_fnc_unitHeadgear;};"

dusk jungle
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You can easily make one yourself

hard chasm
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But you have DLC items in the mission even if you don't own the DLC
that statement defies all logic. if the mission needs to use items only available in the dlc , then ummm, errrr, it needs the dlc!

vagrant fossil
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GUI quesiton, does anyone know of a way to change the left and right arrow pictures to be diffrent to each other. I swear I've done it before trying to get a muted / full volume pic: http://i.imgur.com/gTLX8GX.png

quaint bramble
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can i reconfig the spar for use with diffrent magazine?

kindred moss
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as in different mag model or different ammo?

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model no, not even if you had mlod it doesnt work in arma no mag proxies

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ammo yes, make config patch and change magazines array in its config, but I dont know if it will shoot properly, or zeroing might get all wrong

quaint bramble
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I want to make the spar 14.5" take more types of mags. at the moment it can only be used with the drum magazine, I want it to take the normal 30 round one. do you think its easy to be done?

strange egret
dusk jungle
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I think it also takes fuel tank damage into account

mossy scaffold
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That'll be interesting in light of the locational damage for fuel coming to fixed-wing

strange egret
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feel free to test it further sa-matra πŸ˜‰

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its certain that it will include hitFuel in future because

Added: A new Fuel hit point for tracked armored vehicles (so they can loose fuel) (WIP) on devbranch

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i can say for certain that fuelconsumptionrate has no effect on tankx - it changed nothing whatsoever for them when changing it